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TimestampSince previousGameDeprecat's comment
Apr 24 23:12:58 Left For Bait ♥ 0 Really cool concept! I had the same reaction as Zyuxis, the way the blending of genres sneaks up on you creates its own funny moment. I think with some more time devoted to balancing, enemy variations, and maybe some punchier animations to signify a hit, this could be a fun infinite content game
Apr 24 23:26:56 13m 58s Prom GOblin ♥ 3 I love, love, love the art (And trying to seduce Jeff, It's like you read my diary or something) and the music is very fitting. Despite the controls being very clear, the lack of feedback from characters felt a bit confusing. For something that's taking the elements of a shooter, I was hoping for a little more kick when I shoot cute kisses. I think a small animation recoiling or responding to the kiss attack would feel better than right clicking to see how they feel. That being said, the amount of work your team was able to do in the time limit is amazing, and I'd love to see this fleshed out more!
Apr 25 22:30:11 23h 03m Type n' Jump ♥ 2 This is really cool! I can tell a lot of care went into the level design, in how certain blocks are placed in ways to prevent my slow typing-self from losing all of my progress from one mistake, and it felt like a clear ramp of difficulty, and any mistakes I made were my own not from the game. Great work!
Apr 25 22:40:42 10m 31s RTHM ♥ 2 The concept is really funny, and the music is so cute! A couple thoughts, I think having the hearts pulse as they come to the center make it harder to tell whether you've made a hit or not, it feels like a little too much visual feedback. I think that animation would best be used if it's a hit to make hitting the note feel more impactful. Also, I have a hard time focusing on the top half of the screen with my attention sucked to the bottom and keeping up with the notes, so I felt like I wasn't able to focus on what was happening on the top half of the screen. I love that hitting the notes completes the song, even without a score I was incentivised to do better to hear more of the song and that works well. Great work!
Apr 25 23:46:27 1h 05m PE@CE ♥ 1 Parts of the platforming mechanics feel very tight, the wall jump for example I love the feel of, but as others have mentioned there's a sort of sliding effect after letting go of directional keys which cause some unnecessary deaths. Because of the simplistic colors, sometimes there are moments of confusion, such as when I'm in front of a door in a room with multiple doors, I blend in and it's not immediately apparent where I am until I start moving and it takes me a moment to process. This could be solved by possibly even giving your player character a black background so there's never elements showing behind it. Normally, that would be silly, but for ASCII, characters wouldn't overlap so it makes sense for your theming. Also, I encountered a potential bug where collecting a key, then dying, spawned me back at the door I started with the key, so I was able to skip a challenge through dying. All in all, a beautifully made game for the time limit you had, and I think keeping the art clear and simple really adds a lot to the experience. Great work!
Apr 26 00:04:19 17m 52s Sly Cuisine ♥ 0 Ok so this game made me remember a game I played as a little kid called Rodents Revenge and I have so much nostalgia at the moment. I did encounter some bugs where food or mice would get stuck in walls. RIP mice boys. Really creative blend of ideas! Great work
Apr 26 00:15:04 10m 45s Joyful Cute Pals ♥ 1 I think the challenge for me is the restriction in my movements when I'm "petting". I feel like giving the player more free roam would feel better overall. A control scheme that could be easy to implement could be having the player follow the mouse pointer to aim and move, giving you more full range when attacking. It's a good call to keep your project simple, this is my first jam too so it was hard to reign in my crazy ideas and stick to basics so there's enough time to get everything done. Good job!
Apr 27 00:14:12 23h 59m Teeny Tailors ♥ 2 @Redhatto has the same issue I do (I'll hold off on rating your game until I can play it how it's supposed to be played). While it may be impossible to get your HTML5 game to run for every machine (for context: I have a windows 7 laptop that's a corporate computer with a firewall that can dramatically slow down content. Also, I played in Chrome because it refuses to load in IE or Firefox for me). If you're interested in what it looks like from that view, I took a screenshot bugged ui.png The art is super cute, and I can't wait to play it how it's meant to be!
Apr 27 00:42:28 28m 16s A Tribute to Mayhem ♥ 1 I had a similar issue with the down key platform function (thank you for adding to the page description!) I think my confusion came from my bias of other platformers. I tried just holding down as it's done in other platformers. I think as long as that's clear in your tutorial later, you'll be fine though. The platforming feels really tight and precise. The items are a good collection and it's interesting to experiment with the ones you use. There are some things I noticed that * Defining a clear goal * Tweaking the enemy spawn rate early in the level or decreasing the amount of hits they take. I feel overwhelmed pretty quickly and I don't feel like I get a lot of time to learn the controls before dying (or maybe I should just git good) This is really great work! Would love to see this fleshed out into a deeper system
Apr 28 01:19:47 24h 37m Crazy Cube ♥ 1 As someone that really loves dice, this was a cool concept! The idea is instantly recognizable and is very easy to jump in and play. If this was built out more, I think I'd personally like to see more unique level design that plays off your movement limitations and makes things a bit more puzzle-like. At the moment, enemies don't really feel like much of a threat because it's easy enough to just duck out of the way, position yourself, and then go on the offensive. Perhaps designing more levels where your movement is limited by bridges or hallways, and you have to quickly maneuver to get into position before approaching enemies reach you. I think keeping the very free and open movement in the very beginning is perfect though. It gives the player enough time to just mess around and get accustom to the controls. Awesome job!
Apr 28 01:38:03 18m 16s Flappy Blocks ♥ 1 I can't say much, cause I also made what basically turns into a rage game, but omg I was getting frustrated playing this! This game is executed very well, definitely one of the most polished of the jam, and the narrative is cute as heck. But I'm bad at both Tetris and Flappy Bird so now I'm just gonna rant at you to make me feel better about my own shortcomings. (In all seriousness, great work!)
Apr 28 01:49:10 11m 07s Shuffle Climber ♥ 2 This is pretty neat! I like mobile games that are fast to pick up and can be played quickly. I don't feel I can add much more to the suggestions that hasn't already been provided here, so I just want to say good work!
Apr 28 02:12:49 23m 39s Stealth Cooking ♥ 0 The idea around the concept is pretty funny, especially having been a late-night snacker as a kid. I think one of the hard parts of stealth games is balancing out those moments of avoiding detection. Where the game (and honestly any stealth game) loses it's fun is when I'm just forced to walk away from my my objective to wait for suspicion to die down, which isn't as fun. Maybe instead of just having to run away, you could add humorous ways of avoiding detection based on the environment, like distracting the dog with pepperonis, cramming yourself into a cupboard, wearing your mom's bathrobe and a showercap. Little things like that may help give the player more agency in sneaking around vs being forced to wait. There's definitely a good theme here (I love when games are based on real life experiences rather than just other games) and I'd be curious to see where you take it post-jam!
Apr 28 21:57:16 19h 44m Oni Hunter ♥ 4 This is so cool! Definitely one of the most polished games I've seen made in the time given. Clearing a room is super satisfying and the arts beautiful. A couple thoughts if you expand on this (and I hope you do): I feel the bloom lighting is a tad much. While it works well around the neon signs and during the attack sequence, it seems like a bit too much to also have bloom around each sprite, especially when there's also a cone of vision that's about the same color as the bloom for certain enemies. It took me a moment to realize there was a cone of vision. Not saying it shouldn't be there at all, but with bloom less is more (especially because I love your pixel art, lemme see dem pixels!) I also noticed some moments where I was detected because the ghost strike lifted me up into an enemies vision. While it's not the end of the world, it can be a bit annoying to have to reset because I floated in their view. If the design of the room was to force you to make a quick decision I would be understanding, but it happens in locations that should be safe from enemy detection. I would also love to see some extra objectives for players that love being efficient. Perhaps a style bonus for least amount of clicked targets, times attempted, how many you hit in a single row. distance from one target to another, something like that. It would help add more replay-ability to the individual rooms to essentially have a "par" that people could attempt to match or beat. all in all, a beautiful submission! I can't wait to see if this continues further!
Apr 28 22:14:09 16m 53s Blind Vision ♥ 1 Such a cool concept! It definitely tests the players ability to remember the room and I like the spin on accessibility. Another feature that could be cool would be a sort of sonar ability, where a sound wave reveals the whole room very briefly. It could be just a one or two time use item that prevents your from just spamming it, but would be helpful in later levels that become more complex. Amazing work!
Apr 30 22:21:20 48h 07m Super Platformer RPG ♥ 2 The minimalist graphics are nice, and the idea of blending platforming and turn based RPG's has a lot of promise! Though I have to agree with @superpokeunicorn that these elements just seem to separate from one another. It would actually be a pretty simple fix to blend what you have. Perhaps the health in combat and platforming could be shared, so your performance in one phase has dramatic consequences in the other. I also think the jump can use some work. As is, the jump height is very high but the gravity is way too heavy. You have almost no time to correct yourself in air to reach the next platform because you're being pulled down so fast. It honestly might feel better to reduce the jump height and the gravity. It would make the jumps have a longer arch and give more control in the air. Either that, or a short double jump can let players recover in air. Players that enjoy hardcore platforming tend to prefer forgiving controls but brutal level designs. Overall a very clean build, would love to see where you take it post jam!
Apr 30 22:39:07 17m 47s Super PunchTime ♥ 2 While I can only rate to the single player experience (infer from that what you like) this game is very simple and elegantly done! As stated before though, it does have an issue where there's a strategy balancing issue where you can easily out-think the computer by forcing them in a corner and limiting their ability to escape and you can consistently deal a hit in the corner. I can imagine that playing with 2-player this would be the case as well. Perhaps this could be solved for by having a jump option that allows players to jump over opponents, but it could also potentially be balanced by taking an extra turn so players don't abuse the jump. I would say to not overthink it though, the simplicity of this is what makes it work! I would say just focus on making sure the elements you have work together in interesting ways that create a deep system. Great job!
Apr 30 22:48:38 9m 31s Boxing Surgery Simulator 2000 ♥ 2 I'm so impressed with how much was done in such a short amount of time! I would agree with the others, a tutorial for later builds would make a world of difference. The only reason I knew what the razor blade was for was because of Rocky movies and watching boxing with my dad. Otherwise, I would have no idea why I'd have a razor blade in my surgery kit. I had to learn the others by trial and error too. I also love the surgery part way more than the boxing part. While I see why it's there, I think I'd rather just keep doing the surgery portion and at most see a cutscene of the boxing. It's just not as engaging as what you have with the surgery and it feels like I have to wait to get back to it. Beautiful game! Really glad I got to play it.
Apr 30 22:59:59 11m 21s Gender Circles ♥ 0 Very clean and nicely done! It has a sort of "pet your head and rub your tummy" feel to it. Nicely done!